You know what else did not help things. They removed some staple weapons and added in reskinned copies of others. To me when I think of Halo for example here are the first 2 weapons that come to mind.
Assault Rifle
Plasma Rifle
The first weapon I think of enemy wise is the plasma rifle. Replaced by an awful covie copy of the AR. The Prometheon weapons sucked too because they again were just reskins with a tweak. One thing Bungie got right was that each weapon was unique and served a role for the most part. Sure they had a couple of reskins but those were unique enough that they were fun. You don't have that in Halo 4. Not one bit. Every enemy weapon just feels so bland and unoriginal except the Needler and plasma pistol which thankfully survived.
Halo 4 lasted a whole two entire months in the Top 3 of the Xbox Live activity chart. Halo 3 didn't fall out of the Top 3 until Halo Reach released - 3 years after it's release. Halo Reach didn't fall out of the Top 3 until 343's title update for the game after they took over the game, 12 months after release.
Interesting hearing all the dislike for the single-player in Halo 4. As much as I reviled the multiplayer, I really liked the single-player (and Spartan Ops).
I mean, obviously it was beautiful. But I also thought the whole Chief/Cortana dynamic served as a strong narrative spine and gave the story a lot more 'heart' than it's had in a long while. The new enemies added some interesting new elements into the combat, forcing new habits of enemy prioritization and forcing you to account for new attack patterns.
Honestly, the only complaints I have with it are really minor:
- Would have liked to see more wide open levels a la Halo: CE or Halo 3
- Would have liked to see more free-form combat sequences that included vehicles and tons of allies (a la Scarab battle in Halo 3)
- Would have liked to see more of the physicality, environment interaction we saw in the first level throughout the rest of the game
- Wish the new enemies weren't such bullet sponges, and I fucking hate the Knights invincible teleport animations
Oh and one major complaint:
WHAT THE FUCK happened to the Elite AI in Halo 4? Reach finally back to being the smart, scary motherfuckers they were in Halo CE, and now in Halo 4 they barely dodge, weave, flank or anything... the just attack head on and take your head-shots.
...still, I would rank the single-player campaign as tied for the second best in the series with Reach.
Here are my problems with Halo 4's campaign. It was basically the only thing about Halo 4 that I was still hyped about and because of that it was probably even more disappointing than the multiplayer.
-The scale of encounters is toned down.
Halo Reach already had smaller encounters than Halo 3, but Halo 4 doesn't do anything to fix that either. Battles like the ones towards the end of the The Ark or the double Scarab fight during The Covenant are nowhere to be seen in Halo 4. While playing the level with the Mammoth I was waiting for a battle against a big army, but all we got was a couple of Wraiths and a Ghost here and there at most. In total the level had quite a few vehicles, but that's only because you fought wave after wave of one Wraith and two Ghosts. I'm not sure why Scarabs didn't make it into Reach and Halo 4. Sure, after a couple of times they became easy to take down, but I feel like if they were expanded upon some great things could've come out of it.
-It's more linear than any other Halo.
This related to my previous point. Similarly, ever since Halo 3 (ODST) there's been a worrisome trend. The levels are getting more and more linear and there are less options to mix things up. Halo 1 was probably the most open of any of the Halo games. Levels like The Silent Cartographer and Halo were great examples of to gives people the option to take different approaches to certain encounters. Halo 3 also did a great job at this. While there aren't any levels quite as open as the ones I just mentioned, the levels were still designed with flexibility in mind. Halo 4 hardly had any of this. The most open level was the one with the Pelican, but in the end you didn't really do anything while flying it. So essentially the level was just three (?) linear encounters in one. Being able to mix things up was what made Halo so excellent for replayability which is something Halo 4 sorely misses, partly because of this.
-Promethean enemies are badly designed.
343 had the opportunity to do something Bungie never did: create completely new enemy types that would freshen up the campaign after 10 years of Elites, Grunts and Jackals. The result, to me, was quite disappointing. Initially I was pretty excited about the idea of the Promethean working closely together, but after playing it felt really lacking. The only unit that actually interact with his allies was the Watcher. It shielded Knights and even revived them after they died. Knights and Robodogs didn't really acknowledge their allies at all. This resulted in the Watcher being a priority target every single time there was a fight against Prometheans. Why bother killing knights first if the Watcher can revive them anyway? It made the fights less flexible as a result, especially compared to fights against the Covenant.
A bigger issue I had with the Promethean was how they felt like bullet sponges much more than the Covenant ever did. (Halo 2 Brutes were pretty bad, but even those died with a couple of headshots) Where with the Covenant you can quickly drains shields with Plasma weaponry there was no such thing with the Prometheans. Yes, you could drain their shields with Plasma weapons, but during most encounters with them there weren't any Covenant around to drop Plasma weapons. So you ended up mostly using either Human or Promethean weapons, both of which weren't effective at range. The Suppressorwas decent, but on higher difficulty levels getting up close with Knights is not recommended. Combine the lack of Plasma weaponry with the fact that the shields of the Knights are barely visible and recharge incredibly quickly and you've got a frustrating enemy. That's without even taking into account the teleporting and their screwed up head hitboxes.
-The story is a mess
The stories in Halo games were never that great to being with, but until Halo 4 there were at least fairly contained. Reach already made it a bit muddy by adding Halsey without even explaining who she is, but Halo 4 truly is a mess. If you hadn't read the books you'd have no idea who you're fighting or why have even hates humanity to begin with. The terminals to decent job at explaining some of this stuff, but they're not even viewable in the game itself. You have to go to Youtube or the Waypoint app to watch them. Something which I can safely assume rarely anybody does midgame. Even if you could watch them as soon as you unlocked a terminal it wouldn't have be great, because a lot of people miss out of them this way. They should've been woven into the gameplay and cutscenes in the game itself to work.
-It's too 'game-y'
Keep in mind, this is a relatively small complaint. It's about how 343's Halo feels less natural than those of Bungie. Quick Time Events, the same button press animation a million times, a predator strike section, calling in 'airstrikes' with the target designator, those short ingame cutscenes, that kinda stuff. Stuff like that never made it into Bungie Halo games for good reason. Halo was about dropping you into and environment and letting you do whatever you want. Those things I mentioned just now take you out of it and make it less... sandbox-y if that makes sense. They're unnecessary small things that when added up annoy me quite a bit. Another example of the difference between 343 and Bungie is the comparison between the The Maw Hog run and the Halo 4 Ghost run. You can see enemy troops run away during both these sequences, but there's a difference between how they're handled in both. In Halo 1 you can see Covenant fighting Flood, you can see squads made out of Elites and Grunts running toward safety. It all feels very natural and doesn't feel out of place. During the Halo 4 Ghost run you see nearly a hundred Grunts all running in a straight line doing the exact same animation. They look like they're placed there to give the player some cheap free kills. It feels fake. Again, these aren't major issues, but it does make me appreciate Bungie.
I remain optimistic that mistakes have been noted and Halo 5 will be adjusted accordingly.
The Didact as cool as he was, had a lot of wasted potential. How the hell do you have a great villain from the novels and then just butcher him as a throwaway villain? I still think he's underrated, don't get me wrong, but goddamn he could've been even better!
Yeah how the terminals was handled will stand out as one of the most baffling and dumbest design decisions in a big franchise.-The story is a mess
The stories in Halo games were never that great to being with, but until Halo 4 there were at least fairly contained. Reach already made it a bit muddy by adding Halsey without even explaining who she is, but Halo 4 truly is a mess. If you hadn't read the books you'd have no idea who you're fighting or why have even hates humanity to begin with. The terminals to decent job at explaining some of this stuff, but they're not even viewable in the game itself. You have to go to Youtube or the Waypoint app to watch them. Something which I can safely assume rarely anybody does midgame. Even if you could watch them as soon as you unlocked a terminal it wouldn't have be great, because a lot of people miss out of them this way. They should've been woven into the gameplay and cutscenes in the game itself to work.
I think what really pissed me off more was how they handled the story and mythos and shitted on what Bungie clearly wanted to establish post-war.
WHY THE FUCK WOULD YOU LET KAREN TRAVISS WRITE FOR THE HALO LORE!?
Halsey bashing (even though the woman was completely justified in nearly every action she did).
Making the UNSC look like complete and total assholes.
Shitting on the alliance the Sanghelli had with the Humans. (Really, 343? These same elites are the sole reason, not including the Chief, that the UNSC even still exists and they just turn on them on a dime? Really, now? I'm not saying they should get together and sing Kumbaya, but jesus christ)
Whoever came up with the new designs for the Elites needs to be fired. A mix of 3 and Reach would've been PERFECT. But nope, they redesign them to look like complete and total ass.
Spartan IVs don't know how to shut the fuck up and act like Spartans. Palmer is a terrible Commander. What was the point of adding IVs when they're just glorified ODSTs and not even half as cool?
Chief sees the largest UNSC warship ever created and his response is "Track its descent".
Um...what?
The Master fucking Chief is alive and no one seems to give a shit except maybe Lasky.
The Didact as cool as he was, had a lot of wasted potential. How the hell do you have a great villain from the novels and then just butcher him as a throwaway villain? I still think he's underrated, don't get me wrong, but goddamn he could've been even better!
Here are my problems with Halo 4's campaign. It was basically the only thing about Halo 4 that I was still hyped about and because of that it was probably even more disappointing than the multiplayer.
-The scale of encounters is toned down.
Halo Reach already had smaller encounters than Halo 3, but Halo 4 doesn't do anything to fix that either. Battles like the ones towards the end of the The Ark or the double Scarab fight during The Covenant are nowhere to be seen in Halo 4. While playing the level with the Mammoth I was waiting for a battle against a big army, but all we got was a couple of Wraiths and a Ghost here and there at most. In total the level had quite a few vehicles, but that's only because you fought wave after wave of one Wraith and two Ghosts. I'm not sure why Scarabs didn't make it into Reach and Halo 4. Sure, after a couple of times they became easy to take down, but I feel like if they were expanded upon some great things could've come out of it.
-It's more linear than any other Halo.
This related to my previous point. Similarly, ever since Reach there's been a worrisome trend. The levels are getting more and more linear and there are less options to mix things up. Halo 1 was probably the most open of any of the Halo games. Levels like The Silent Cartographer and Halo were great examples of to gives people the option to take different approaches to certain encounters. Halo 3 also did a great job at this. While there aren't any levels quite as open as the ones I just mentioned, the levels were still designed with flexibility in mind. Halo 4 hardly had any of this. The most open level was the one with the Pelican, but in the end you didn't really do anything while flying it. So essentially the level was just three (?) linear encounters in one. Being able to mix things up was what made Halo so excellent for replayability which is something Halo 4 sorely misses, partly because of this.
-Promethean enemies are badly designed.
343 had the opportunity to do something Bungie never did: create completely new enemy types that would freshen up the campaign after 10 years of Elites, Grunts and Jackals. The result, to me, was quite disappointing. Initially I was pretty excited about the idea of the Promethean working closely together, but after playing the game it felt really lacking. The only unit that actually interact with his allies was the Watcher. It shielded Knights and even revived them after they died. Knights and Robodogs didn't really acknowledge their allies at all. This resulted in the Watcher being a priority target every single time there was a fight against Prometheans. Why bother killing knights first if the Watcher can revive them anyway? It made the fights less flexible as a result, especially compared to fights against the Covenant.
A bigger issue I had with the Promethean was how they felt like bullet sponges much more than the Covenant ever did. (Halo 2 Brutes were pretty bad, but even those died with a couple of headshots) Where with the Covenant you can quickly drains shields with Plasma weaponry there was no such thing with the Prometheans. Yes, you could drain their shields with Plasma weapons, but during most encounters with them there weren't any Covenant around to drop Plasma weapons. So you ended up mostly using either Human or Promethean weapons, both of which weren't effective at range. The Suppressor was decent, but on higher difficulty levels getting up close with Knights is not recommended. Combine the lack of Plasma weaponry with the fact that the shields of the Knights are barely visible and recharge incredibly quickly and you've got a frustrating enemy. That's without even taking into account the teleporting and their screwed up head hitboxes.
-The story is a mess
The stories in Halo games were never that great to being with, but until Halo 4 there were at least fairly contained. Reach already made it a bit muddy by adding Halsey without even explaining who she is, but Halo 4 truly is a mess. If you hadn't read the books you'd have no idea who you're fighting or why have even hates humanity to begin with. The terminals do a decent job at explaining some of this stuff, but they're not even viewable in the game itself. You have to go to Youtube or the Waypoint app to watch them. Something which I can safely assume rarely anybody does midgame. Even if you could watch them as soon as you unlocked a terminal it wouldn't have be great, because a lot of people miss out of them this way. They should've been woven into the gameplay and cutscenes in the game itself to work.
-It's too 'game-y'
Keep in mind, this is a relatively small complaint. It's about how 343's Halo feels less natural than those of Bungie. Quick Time Events, the same button press animation a million times, a predator strike section, calling in 'airstrikes' with the target designator, those short ingame cutscenes, that kinda stuff. Stuff like that never made it into Bungie Halo games for good reason. Halo was about dropping you into and environment and letting you do whatever you want. Those things I mentioned just now take you out of it and make it less... sandbox-y if that makes sense. They're unnecessary small things that when added up annoy me quite a bit. Another example of the difference between 343 and Bungie is the comparison between the The Maw Hog run and the Halo 4 Ghost run. You can see enemy troops run away during both these sequences, but there's a difference between how they're handled in both. In Halo 1 you can see Covenant fighting Flood, you can see squads made out of Elites and Grunts running toward safety. It all feels very natural and doesn't feel out of place. During the Halo 4 Ghost run you see nearly a hundred Grunts all running in a straight line doing the exact same animation. They look like they're placed there to give the player some cheap free kills. It feels fake. Again, these aren't major issues, but it does make me appreciate Bungie.
hello linear Call of Duty in space campaign
Halo is on a whole different level compared to socom. People often seem too ready to forget sales charts. Halo isn't going anywhere for a while.Halo, like most Sony franchises that are not called Gran Turismo is on it's way to irrelevancy since Bungie left.
If the Xbone really perform as bad (sales wise) as some people are suggesting that it will, no one will care about Halo in 2 or 3 years. MS is smart trying to push Halo 5 to 2014 while some casuals are still interested in the franchise.
Look at what happened to Socom. It was a big IP on the PS2 and no one cares about it now.
TheOddOne said:Look at us Frankie! We're both good, loyal (45 year old) fans who think everything that happens to the series is great! Halo:ODST didn't even have competitive multiplayer and it launched full price against the one of the most wildly anticipated sequels of all time, but don't worry Frankie, only the yucky Halo haters are suggesting that this was a bad idea! Who cares if Halo:ODST sold significantly worse than Halo 3? Sales mean nothing for the growth of a series Frankie! We'll make up the 7 million copies ourselves Frankie, we swear! On Halo Frankie! HALO! Because we love it so much Frankie! Love it so much that we totally agree that it's a stupid idea to keep the series competitive with other games in the genre Frankie! Who cares if Battlefield 3, TF2 on PC or Black Op's II in general provides a far better experience for $60 less per year Frankie! Our beloved Halo doesn't need any of those features, you're totally right Frankie, campaign scoring is much more of a priority for the series!
Whatever you say Frankie! Please love us Frankie!
Our wives don't.![]()
"Spartan IVs don't know how to shut the fuck up and act like Spartans." - Yes, what Halo definitely needs is more stoic, nearly-silent protagonists and secondary characters. Can't get enough of that. The point of Spartan IVs is that they are cheaper to produce than the Spartan 3s and require less intensive genetic re-engineering and physical enhancement. They're SUPPOSED to be a mid-step between the ODSTs and Master Chief. More capable than human soldiers, not quite as ungodly as the Spartan IIIs, and nowhere near as emotional detached/broken because they haven't been subjected to such nightmarish 'training'.
They made Halo of Duty to catch the CoD crowd, but the CoD crowd went back to CoD and the Halo fanbase was alienated, thus losing everyone in the process.
Foes and false friends are all around me, Lord Davos. They infest my city like roaches, and at night I feel them crawling over me.” The fat man’s fingers coiled into a fist, and all his chins trembled. "Halo came to the Twins a guest. He ate Lord Frankie's bread and salt, and hung his sword upon the wall to feast with his friends. And they murdered him. Murdered, I say, and may 343i choke upon their fables. I drink with Jessica jape with Bonnie, promise Kiki the hand of my own beloved granddson…but never think that means I have forgotten. The fans remember, Lord Davos. The fans remember, and the mummers farce is almost done, my son is home
Microsoft and 343i
What happened? Everything happened, Microsoft, the core fanbase, 343i, everything.
Microsoft having greater control over the series was always going to be a problem, Microsoft are incompetent and have mishandled and greatly damaged every single entertainment IP they've ever been responsible for. Their management, perhaps indisputably, are fucking stupid; not one of them challenged
- Releasing ODST at full price vs Modern Warfare 2
- Having Halo: Reach try and emulate CoD
- Making an independant canon that doesn't at all link to the series
- The low standards introduced by Halo: Spartan Assault
- The absolute massacre of the canon we saw in Halo 4
....
Uh....what?
Nothing in Reach had anything resembling COD. No EXP system, no weapon unlocks, there were only a few modes with options for starting loadouts, all of which were locked not customizable.
It is a bad game nobody wants to play. That is what happened.
Uh....what?
Nothing in Reach had anything resembling COD. No EXP system, no weapon unlocks, there were only a few modes with options for starting loadouts, all of which were locked not customizable.
Honestly, your entire post was kind of incoherent. Cancelled Halo 5 and Halo 6? WTF are you smoking?
"Spartan IVs don't know how to shut the fuck up and act like Spartans." - Yes, what Halo definitely needs is more stoic, nearly-silent protagonists and secondary characters. Can't get enough of that. The point of Spartan IVs is that they are cheaper to produce than the Spartan 3s and require less intensive genetic re-engineering and physical enhancement. They're SUPPOSED to be a mid-step between the ODSTs and Master Chief. More capable than human soldiers, not quite as ungodly as the Spartan IIIs, and nowhere near as emotional detached/broken because they haven't been subjected to such nightmarish 'training'.
Because it's all about how much money the game makes to us.The hyperbole is amusing in this thread. Halo has had one game that's received mixed reaction and the series is doomed. The franchise will continue to sell millions regardless of quality as the series gains new fans just as old fans leave.